4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
10 /** @file dedicated_v.cpp Dedicated server video 'driver'. */
12 #include "../stdafx.h"
16 #include "../gfx_func.h"
17 #include "../network/network.h"
18 #include "../network/network_internal.h"
19 #include "../console_func.h"
20 #include "../genworld.h"
21 #include "../fileio_type.h"
23 #include "../blitter/factory.hpp"
24 #include "../company_func.h"
25 #include "../core/random_func.hpp"
26 #include "../saveload/saveload.h"
27 #include "dedicated_v.h"
29 #ifdef BEOS_NET_SERVER
30 #include <net/socket.h>
34 # include <sys/time.h> /* gettimeofday */
35 # include <sys/types.h>
42 # define STDIN 0 /* file descriptor for standard input */
45 * Switches OpenTTD to a console app at run-time, instead of a PM app
46 * Necessary to see stdout, etc.
48 static void OS2_SwitchToConsoleMode()
53 DosGetInfoBlocks(&tib
, &pib
);
55 /* Change flag from PM to VIO */
60 #if defined(UNIX) || defined(PSP)
61 # include <sys/time.h> /* gettimeofday */
62 # include <sys/types.h>
65 # define STDIN 0 /* file descriptor for standard input */
67 # include <sys/fd_set.h>
68 # include <sys/select.h>
72 static void DedicatedSignalHandler(int sig
)
74 if (_game_mode
== GM_NORMAL
&& _settings_client
.gui
.autosave_on_exit
) DoExitSave();
76 signal(sig
, DedicatedSignalHandler
);
81 # include <windows.h> /* GetTickCount */
87 static HANDLE _hInputReady
, _hWaitForInputHandling
;
88 static HANDLE _hThread
; // Thread to close
89 static char _win_console_thread_buffer
[200];
91 /* Windows Console thread. Just loop and signal when input has been received */
92 static void WINAPI
CheckForConsoleInput()
95 /* WinCE doesn't support console stuff */
99 HANDLE hStdin
= GetStdHandle(STD_INPUT_HANDLE
);
101 ReadFile(hStdin
, _win_console_thread_buffer
, lengthof(_win_console_thread_buffer
), &nb
, NULL
);
102 /* Signal input waiting that input is read and wait for it being handled
103 * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
104 SetEvent(_hInputReady
);
105 WaitForSingleObject(_hWaitForInputHandling
, INFINITE
);
110 static void CreateWindowsConsoleThread()
113 /* Create event to signal when console input is ready */
114 _hInputReady
= CreateEvent(NULL
, false, false, NULL
);
115 _hWaitForInputHandling
= CreateEvent(NULL
, false, false, NULL
);
116 if (_hInputReady
== NULL
|| _hWaitForInputHandling
== NULL
) usererror("Cannot create console event!");
118 _hThread
= CreateThread(NULL
, 0, (LPTHREAD_START_ROUTINE
)CheckForConsoleInput
, NULL
, 0, &dwThreadId
);
119 if (_hThread
== NULL
) usererror("Cannot create console thread!");
121 DEBUG(driver
, 2, "Windows console thread started");
124 static void CloseWindowsConsoleThread()
126 CloseHandle(_hThread
);
127 CloseHandle(_hInputReady
);
128 CloseHandle(_hWaitForInputHandling
);
129 DEBUG(driver
, 2, "Windows console thread shut down");
135 static void *_dedicated_video_mem
;
137 /* Whether a fork has been done. */
138 bool _dedicated_forks
;
140 extern bool SafeLoad(const char *filename
, int mode
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= NULL
);
142 static FVideoDriver_Dedicated iFVideoDriver_Dedicated
;
145 const char *VideoDriver_Dedicated::Start(const char * const *parm
)
147 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
148 _dedicated_video_mem
= (bpp
== 0) ? NULL
: MallocT
<byte
>(_cur_resolution
.width
* _cur_resolution
.height
* (bpp
/ 8));
150 _screen
.width
= _screen
.pitch
= _cur_resolution
.width
;
151 _screen
.height
= _cur_resolution
.height
;
152 _screen
.dst_ptr
= _dedicated_video_mem
;
154 BlitterFactory::GetCurrentBlitter()->PostResize();
157 /* WinCE doesn't support console stuff */
159 /* For win32 we need to allocate a console (debug mode does the same) */
161 CreateWindowsConsoleThread();
162 SetConsoleTitle(_T("OpenTTD Dedicated Server"));
166 /* Disable the MSVC assertion message box. */
167 _set_error_mode(_OUT_TO_STDERR
);
171 /* For OS/2 we also need to switch to console mode instead of PM mode */
172 OS2_SwitchToConsoleMode();
175 DEBUG(driver
, 1, "Loading dedicated server");
179 void VideoDriver_Dedicated::Stop()
182 CloseWindowsConsoleThread();
184 free(_dedicated_video_mem
);
187 void VideoDriver_Dedicated::MakeDirty(int left
, int top
, int width
, int height
) {}
188 bool VideoDriver_Dedicated::ChangeResolution(int w
, int h
) { return false; }
189 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs
) { return false; }
191 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
192 static bool InputWaiting()
201 FD_SET(STDIN
, &readfds
);
203 /* don't care about writefds and exceptfds: */
204 return select(STDIN
+ 1, &readfds
, NULL
, NULL
, &tv
) > 0;
207 static uint32
GetTime()
211 gettimeofday(&tim
, NULL
);
212 return tim
.tv_usec
/ 1000 + tim
.tv_sec
* 1000;
217 static bool InputWaiting()
219 return WaitForSingleObject(_hInputReady
, 1) == WAIT_OBJECT_0
;
222 static uint32
GetTime()
224 return GetTickCount();
229 static void DedicatedHandleKeyInput()
231 static char input_line
[1024] = "";
233 if (!InputWaiting()) return;
235 if (_exit_game
) return;
237 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
238 if (fgets(input_line
, lengthof(input_line
), stdin
) == NULL
) return;
240 /* Handle console input, and signal console thread, it can accept input again */
241 assert_compile(lengthof(_win_console_thread_buffer
) <= lengthof(input_line
));
242 strecpy(input_line
, _win_console_thread_buffer
, lastof(input_line
));
243 SetEvent(_hWaitForInputHandling
);
246 /* strtok() does not 'forget' \r\n if the string starts with it,
247 * so we have to manually remove that! */
248 strtok(input_line
, "\r\n");
249 for (char *c
= input_line
; *c
!= '\0'; c
++) {
250 if (*c
== '\n' || *c
== '\r' || c
== lastof(input_line
)) {
255 str_validate(input_line
, lastof(input_line
));
257 IConsoleCmdExec(input_line
); // execute command
260 void VideoDriver_Dedicated::MainLoop()
262 uint32 cur_ticks
= GetTime();
263 uint32 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
265 /* Signal handlers */
266 #if defined(UNIX) || defined(PSP)
267 signal(SIGTERM
, DedicatedSignalHandler
);
268 signal(SIGINT
, DedicatedSignalHandler
);
269 signal(SIGQUIT
, DedicatedSignalHandler
);
272 /* Load the dedicated server stuff */
273 _is_network_server
= true;
274 _network_dedicated
= true;
275 _current_company
= _local_company
= COMPANY_SPECTATOR
;
277 /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
278 if (_switch_mode
!= SM_LOAD_GAME
) {
279 StartNewGameWithoutGUI(GENERATE_NEW_SEED
);
280 SwitchToMode(_switch_mode
);
281 _switch_mode
= SM_NONE
;
283 _switch_mode
= SM_NONE
;
284 /* First we need to test if the savegame can be loaded, else we will end up playing the
286 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.mode
, GM_NORMAL
, BASE_DIR
)) {
287 /* Loading failed, pop out.. */
288 DEBUG(net
, 0, "Loading requested map failed, aborting");
291 /* We can load this game, so go ahead */
292 SwitchToMode(SM_LOAD_GAME
);
296 /* Done loading, start game! */
299 DEBUG(net
, 0, "Dedicated server could not be started, aborting");
303 while (!_exit_game
) {
304 uint32 prev_cur_ticks
= cur_ticks
; // to check for wrapping
305 InteractiveRandom(); // randomness
307 if (!_dedicated_forks
) DedicatedHandleKeyInput();
309 cur_ticks
= GetTime();
310 _realtime_tick
+= cur_ticks
- prev_cur_ticks
;
311 if (cur_ticks
>= next_tick
|| cur_ticks
< prev_cur_ticks
|| _ddc_fastforward
) {
312 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
318 /* Don't sleep when fast forwarding (for desync debugging) */
319 if (!_ddc_fastforward
) CSleep(1);
323 #endif /* ENABLE_NETWORK */